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I don't see why not. If the player recruited a seven drop first, then tried to use it, then no... if for only the simple fact that he doesn't have any resource points left to pay for Witching Hour's cost.
However, if a player has seven resources in play and at least two resource points remaining (and, of course, enough endurance to recruit characters), then it would be perfectly legal.
play A Sinister Syndicate or TNB set up. Just imagine on turn 7 when you throw out 2 or 3 Tombstones, 2 or 3 Hammerheads, 2 or 3 Pyros, 2 or 3 Destinys and just beat them down or burn them for lots.
Correct me if I'm wrong but you can only play 1 copy of each 2 cost since it's playing as if it were "in your hand"?
Witching Hour Card Text:
As an additional cost to play Witching Hour, pay 2 resource points.
Choose any number of Underworld character cards in your KO'd pile each with a cost of 2 or less. During your recruit step this turn, for each of those cards, you may recruit it as though it were in your hand, and you may pay 2 endurance rather than pay its recruit cost.
Yup. Then again, the Underworld has access to two different 1-drop Army characters, so if they're staying in-faction, they have very little need to worry about uniqueness. A trick I like to do is to recruit copies of Nekra that replace one another to mine your deck for more New Bloods, and then recruiting the ones in hand with resource points and those in the KO'd pile with endurance. It can quickly add up to presenting a HUGE board presence on turn 7.
One thing I always wanted to do was use the boost of Vivisector + Scarlet Witches to burn my opponent while bouncing cards to hand ... and if I had say, Latveria or Beast out ... I could then Dark Embrace a 7-drop into play [using the Vivisectors, Scarlet Witches and heck ... Daggers brought back to hand after being recruited as discard fodder]
it's in my opinion those turn 7 witching hour combos just won't work out very well in golden age. The decks themselves have far too many cards to tutor, but then again, perhaps it's possible and I just need to test more (having to splash gotham just to get alfred and fizzle can be a pain to build around though).
Witching Hour indeed has some potential for some devastating combos in modern age. I've personally been having a lot of fun with Scarlet Witch. It's an auto-win against X-statix at least. XD
as for marvel knights, spider-man's a pain if you don't get a crowd control. 5 drop mephisto and 2 drop black cat also hurt.
Yeah I added crowd control last night. The GK are there for draw power and hand advantage. Clocktower and GCPD let me, 1. Cycle to cards I need 2. See what is coming for longshot. Also, clocktower is used to put characters in the KOd pile, set character as a resource then use clocktowers activate effect to send it to the graveyard and replace it with something useful. I have yet to play the deck against anyone but from running through the motions it seems good.